Keith Burgun mentioned to acquire another fantastic guest for his Clockwork Game Design podcast. In the new episode he talks to James Lantz, among other things the design mind behind one of the best strategy games of recent years: Invisible, Inc.

The discussion ranges from strategy games design in general, over a short excursion about last-hitting in League of Legends, to being the son of a game design guru.

Give it a listen:

Very interesting post about the design of the board game Orleans. Games precipice frequently has some interesting insights into game design patterns, and are well worth checking out! The link to the full article is below!

If the personal objectives we looked at in the last section can drive divergence and motivate players to try something new, community objectives are another tool that game designers can use to drive convergence, or areas of collective interest and competition.

Game Design Analysis – Orleans

Phillip Zupke wrote an interesting philosophical piece on game design over at Gamasutra.

As soon as we start asking ourselves why a certain change leads to a particular outcome, we step into the realm of “selfconscious design”. The result would be that we can abstract the reasons for an emerging behavior of our design. By knowing why something works, we have the power to apply generic rules to intentionally instigate a certain user-behavior or emotion through our design.

Read the full post here: